U.S. patent application number 11/442615 was filed with the patent office on 2006-12-21 for server and game system.
This patent application is currently assigned to Aruze Corp.. Invention is credited to Kazuo Okada.
Application Number | 20060287107 11/442615 |
Document ID | / |
Family ID | 36998253 |
Filed Date | 2006-12-21 |
United States Patent
Application |
20060287107 |
Kind Code |
A1 |
Okada; Kazuo |
December 21, 2006 |
Server and game system
Abstract
A server is data-communicably connected to respective gaming
machines and enables a mail transmission and reception among the
gaming machines. Each of the gaming machines has an imaging unit
that images a player and an input unit through which the player
inputs his/her identification data item. The server has a storage
and a rewriting unit rewriting the contents of the storage. When a
specifying data item stored in the storage and associated with a
player image data item resulting from an imaging by the imaging
unit of any of the gaming machines is not identical to a specifying
data item received from the gaming machine, the specifying data
item stored in the storage is rewritten by the rewriting unit.
Inventors: |
Okada; Kazuo; (Tokyo,
JP) |
Correspondence
Address: |
LEYDIG VOIT & MAYER, LTD
700 THIRTEENTH ST. NW
SUITE 300
WASHINGTON
DC
20005-3960
US
|
Assignee: |
Aruze Corp.
Tokyo
JP
|
Family ID: |
36998253 |
Appl. No.: |
11/442615 |
Filed: |
May 30, 2006 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3227 20130101;
G07F 17/3239 20130101; G07F 17/32 20130101; G07F 17/3206
20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
May 31, 2005 |
JP |
2005-158415 |
May 31, 2005 |
JP |
2005-158416 |
Claims
1. A server that is data-communicably connected to respective
gaming machines and enables a mail transmission and reception among
the gaming machines, each of the gaming machines having an imaging
unit that images a player and an input unit through which the
player inputs his/her identification data item, wherein the server
comprises: a storage that rewritably stores therein a player image
data item resulting from an imaging by the imaging unit, a
specifying data item that specifies each of the gaming machines,
and the identification data item, in such a manner that these data
items are associated with one another; a first determination unit
that determines, upon every imaging by the imaging unit, whether a
player image data item resulting from the imaging has been stored
in the storage or not; a second determination unit that determines,
when the first determination unit determines that the player image
data item resulting from the imaging has been stored in the
storage, whether or not a specifying data item associated with the
player image data item in the storage is identical to a specifying
data item received, upon every imaging by the imaging unit, from a
gaming machine that has the imaging unit; a rewriting unit that,
when the second determination unit determines that the specifying
data items are not identical, rewrites the specifying data item
associated with the player image data item in the storage into the
specifying data item received from the gaming machine; a mail
reception unit that receives from any of the gaming machines a mail
addressed to an identification data item; and a mail transmission
unit that transmits the mail based on a specifying data item stored
in the storage and associated with the identification data item to
which the mail is addressed.
2. A game system that includes gaming machines and a server
data-communicably connected to the respective gaming machines, and
enables a mail transmission and reception among the gaming
machines, wherein each of the gaming machines comprises: a
specifying data item storage that stores therein a specifying data
item for specifying the gaming machine itself; an imaging unit that
images a player; a player image data item generation unit that
generates a player image data item based on a result of an imaging
by the imaging unit; an output unit that outputs the player image
data item generated by the player image data item generation unit
together with the specifying data item; an input unit through which
a player inputs his/her identification data item; a mail
preparation unit that prepares a mail addressed to an
identification data item of another player; and a mail transmission
unit that transmits the mail prepared by the mail preparation unit,
wherein the server comprises: a first reception unit that receives
the player image data item and the specifying data item outputted
from the output unit; a second reception unit that receives the
identification data item inputted through the input unit; a storage
that rewritably stores therein the player image data item, the
specifying data item, and the identification data item, in such a
manner that these data items are associated with one another; a
first determination unit that determines whether the player image
data item received by the first reception unit has been stored in
the storage or not; a second determination unit that determines,
when the first determination unit determines that the player image
data item has been stored in the storage, whether or not a
specifying data item associated with the player image data item in
the storage is identical to the specifying data item received by
the first reception unit together with the player image data item;
a rewriting unit that, when the second determination unit
determines that the specifying data items are not identical,
rewrites the specifying data item associated with the player image
data item in the storage into the specifying data item received
from the gaming machine; a mail reception unit that receives from
any of the gaming machines a mail addressed to an identification
data item; and a mail transmission unit that transmits the mail
based on a specifying data item stored in the storage and
associated with the identification data item to which the mail is
addressed.
3. A server that is data-communicably connected to a plurality of
gaming machines each having a player imaging unit that images a
player and a payout unit that pays out a game value based on a game
result, and also data-communicably connected to a counter having a
counting unit that counts the game value and a counting-person
imaging unit that images a counting person, wherein the server
comprises: a storage that stores therein a player image data item
resulting from an imaging by the player imaging unit; a retrieval
unit that retrieves from the storage a player image data item that
is identical to a counting-person image data item resulting from an
imaging by the counting-person imaging unit; and a first
notification unit that notifies a result of retrieval made by the
retrieval unit.
4. The server according to claim 3, further comprising: a payout
amount data reception unit that receives an amount data item of the
game value paid out by the payout unit; a payout amount data
storing unit that stores, into the storage, the payout amount data
item received by the payout amount data reception unit, in such a
manner that the payout amount data item is associated with a player
image data item; a counted amount data reception unit that receives
an amount data item of the game value counted by the counting unit;
a comparison unit that compares the payout amount data item
associated with the player image data item retrieved by the
retrieval unit with the counted amount data item received by the
counted amount data reception unit; and a second notification unit
that notifies a result of comparison made by the comparison
unit.
5. The server according to claim 3, wherein: the storage stores
therein a manager image data item regarding a manager of the gaming
machines; and the retrieval unit retrieves from the storage a
manager image data item that is identical to a counting-person
image data item resulting from an imaging by the counting-person
imaging unit.
6. A game system that includes a plurality of gaming machines each
paying out a game value based on a game result, a counter counting
the game value, and a server data-communicably connected to the
respective gaming machines and the counter, wherein each of the
gaming machines comprises: a player imaging unit that images a
player; a player image data item generation unit that generates a
player image data item based on a result of an imaging by the
player imaging unit; and a player image data item transmission unit
that transmits, to the server, the player image data item generated
by the player image data item generation unit, wherein the counter
comprises: a counting-person imaging unit that images a counting
person; a counting-person image data item generation unit that
generates a counting-person image data item based on a result of an
imaging by the counting-person imaging unit; and a counting-person
image data item transmission unit that transmits, to the server,
the counting-person image data item generated by the
counting-person image data item generation unit, wherein the server
comprises: a player image data item reception unit that receives
the player image data item transmitted by the player image data
item transmission unit; a storage that stores therein the player
image data item received by the player image data item reception
unit; a counting-person image data item reception unit that
receives the counting-person image data item transmitted by the
counting-person image data item transmission unit; a retrieval unit
that retrieves from the storage a player image data item that is
identical to the counting-person image data item received by the
counting-person image data item reception unit; and a notification
unit that notifies a result of retrieval made by the retrieval
unit.
7. The game system according to claim 6, wherein the player imaging
unit images a player at predetermined intervals.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is based upon and claims the benefit of
priority from the prior Japanese Patent Applications No.
2005-158415, filed on May 31, 2005 and No. 2005-158416, filed on
May 31, 2005, the entire contents of which are incorporated herein
by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a server that is
data-communicably connected to respective gaming machines such as a
pachi-slot machine, a pinball machine, and the like in which
variably-displayed symbols can be stopped by a player's operation,
and also relates to a game system that includes the server and the
gaming machines.
[0004] 2. Description of Related Art
[0005] Some gaming machines such as a pachi-slot machine, a pinball
machine, and the like have various functions in order to prevent a
player from getting tired during a game. For example, Japanese
Patent Unexamined Publication No. 9-290068 discloses a gaming
machine that has a liquid crystal television so that a player can
watch a TV program or collect various information while sitting in
a chair during a game or during a break time.
[0006] In general, a player who has played a game in a gaming
machine uses a counter to count a game value of medals or the like
he/she has acquired from the gaming machine, and a ticket on which
a result of counting is recorded is issued. The player brings the
ticket to a prize-exchanging booth, where he/she can get a prize in
accordance with the number of medals acquired. However, some people
dishonestly bring medals in from outside and counts the medals with
the counter, for the purpose of obtaining a prize. In order to
prevent such fraud, a fraud prevention system is proposed for
example in Japanese Patent Unexamined Publication No. 2001-224830.
This system utilizes a member's card owned by each player, for
comparing the number of medals paid out from a gaming machine with
the number of medals counted by a counter, thereby determining
whether any fraud is occurring or not.
SUMMARY OF THE INVENTION
[0007] Sometimes, a group of players come to a game arcade and play
games. When these players use gaming machines that include the
above-mentioned liquid crystal television, each individual player
can watch a TV program or collect various information by
himself/herself, but he/she cannot communicate with the other
players, for example, for the purpose of sharing information about
games. This gives a player a sense of coming to the game arcade and
playing a game alone, although he/she has come to the game arcade
with other persons. For this reason, it is desired that players can
communicate with each other. It may be possible to give a gaming
machine a function to communicate with other gaming machines so
that players can communicate with each other. In this case,
however, a player has to know which gaming machine his/her
communicates is using in order to designate the gaming machine.
However, a player does not stay at one gaming machine but often
moves to a different gaming machine in accordance with game
results, and therefore it is difficult that a player always knows
which gaming machine his/her communicatee is using. In addition, a
player cannot concentrate on a game while exerting an effort to
always know which gaming machine his/her player is using now.
[0008] The above-mentioned fraud prevention system forces all
players to carry their own member's cards. Therefore, the players
must always carry their member's cards while moving from one gaming
machine to another. In addition, this system causes inconvenience
to a player, because it requires an operation of a player, such as
inserting his/her member's card into a gaming machine. Moreover, a
manager of a game arcade must keep monitoring whether each member's
card is carried by an appropriate person or not. This is burdensome
to the manager.
[0009] An object of the present invention is to provide a server
and a game system that enable a player to transmit and receive a
mail to and from another player even though the player does not
know a place of another player.
[0010] Another object of the present invention is to provide a
server and a game system that can, without requiring a monitoring
by a manager of a game arcade, prevent fraud in a counter for
counting a game value.
[0011] According to a first aspect of the present invention, there
is provided a server that is data-communicably connected to
respective gaming machines and enables a mail transmission and
reception among the gaming machines. Each of the gaming machines
has an imaging unit that images a player and an input unit through
which the player inputs his/her identification data item. The
server comprises a storage, a first determination unit, a second
determination unit, a rewriting unit, a mail reception unit, and a
mail transmission unit. The storage rewritably stores therein a
player image data item resulting from an imaging by the imaging
unit, a specifying data item that specifies each of the gaming
machines, and the identification data item, in such a manner that
these data items are associated with one another. The first
determination unit determines, upon every imaging by the imaging
unit, whether a player image data item resulting from the imaging
has been stored in the storage or not. When the first determination
unit determines that the player image data item resulting from the
imaging has been stored in the storage, the second determination
unit determines whether or not a specifying data item associated
with the player image data item in the storage is identical to a
specifying data item received, upon every imaging by the imaging
unit, from a gaming machine that has the imaging unit. When the
second determination unit determines that the specifying data items
are not identical, the rewriting unit rewrites the specifying data
item associated with the player image data item in the storage into
the specifying data item received from the gaming machine. The mail
reception unit receives from any of the gaming machines a mail
addressed to the identification data item. The mail transmission
unit transmits the mail based on a specifying data item stored in
the storage and associated with the identification data item to
which the mail is addressed.
[0012] According to a second aspect of the present invention, there
is provided a game system that includes gaming machines and a
server data-communicably connected to the respective gaming
machines, and enables a mail transmission and reception among the
gaming machines. Each of the gaming machines comprises a specifying
data item storage, an imaging unit, a player image data item
generation unit, an output unit, an input unit, a mail preparation
unit, a mail transmission unit. The specifying data item storage
stores therein a specifying data item for specifying the gaming
machine itself. The imaging unit images a player. The player image
data item generation unit generates a player image data item based
on a result of an imaging by the imaging unit. The output unit
outputs the player image data item generated by the player image
data item generation unit together with the specifying data item.
Through the input unit, a player inputs his/her identification data
item. The mail preparation unit prepares a mail addressed to an
identification data item of another player. The mail transmission
unit transmits the mail prepared by the mail preparation unit. The
server comprises a first reception unit, a second reception unit, a
storage, a first determination unit, a second determination unit, a
rewriting unit, a mail reception unit, and a mail transmission
unit. The first reception unit receives the player image data item
and the specifying data item outputted from the output unit. The
second reception unit receives the identification data item
inputted through the input unit. The storage rewritably stores
therein the player image data item, the specifying data item, and
the identification data item, in such a manner that these data
items are associated with one another. The first determination unit
determines whether the player image data item received by the first
reception unit has been stored in the storage or not. When the
first determination unit determines that the player image data item
has been stored in the storage, the second determination unit
determines whether or not a specifying data item associated with
the player image data item in the storage is identical to the
specifying data item received by the first reception unit together
with the player image data item. When the second determination unit
determines that the specifying data items are not identical, the
rewriting unit rewrites the specifying data item associated with
the player image data item in the storage into the specifying data
item received from the gaming machine. The mail reception unit
receives from any of the gaming machines a mail addressed to the
identification data item. The mail transmission unit transmits the
mail based on a specifying data item stored in the storage and
associated with the identification data item to which the mail is
addressed.
[0013] In the first and second aspects, in a case where the player
image data item resulting from the imaging by the imaging unit has
already been stored in the storage and in addition the specifying
data item associated with the player image data item in the storage
is not identical to the specifying data item received from a gaming
machine that has the imaging unit, the specifying data item stored
in the storage is rewritten. That is, each time the player changes
the gaming machine, contents of the storage are accordingly
rewritten. Then, when a mail which is addressed to an
identification data item is transmitted to the server, the server
transmits the mail based on a specifying data item stored in the
storage and associated with the identification data item.
Accordingly, when a player wants to communicate with another
player, he/she does not have to know which gaming machine another
player is using now, but has only to transmit a mail addressed to
an identification data item, so as to transmit the mail to another
player thus communicating with another player. In addition, a
player can concentrate on a game because he/she does not have to
exert an effort to always know which gaming machine his/her
communicatee is using now.
[0014] According to a third aspect of the present invention, there
is provided a server that is data-communicably connected to a
plurality of gaming machines each having a player imaging unit that
images a player and a payout unit that pays out a game value based
on a game result, and also data-communicably connected to a counter
having a counting unit that counts the game value and a
counting-person imaging unit that images a counting person. The
server comprises a storage, a retrieval unit, and a first
notification unit. The storage stores therein a player image data
item resulting from an imaging by the player imaging unit. The
retrieval unit retrieves from the storage a player image data item
that is identical to a counting-person image data item resulting
from an imaging by the counting-person imaging unit. The first
notification unit notifies a result of retrieval made by the
retrieval unit.
[0015] According to a fourth aspect of the present invention, there
is provided a game system that includes a plurality of gaming
machines each paying out a game value based on a game result, a
counter counting the game value, and a server data-communicably
connected to the respective gaming machines and the counter. Each
of the gaming machines comprises a player imaging unit, a player
image data item generation unit, and a player image data item
transmission unit. The player imaging unit images a player. The
player image data item generation unit generates a player image
data item based on a result of an imaging by the player imaging
unit. The player image data item transmission unit transmits, to
the server, the player image data item generated by the player
image data item generation unit. The counter comprises a
counting-person imaging unit, a counting-person image data item
generation unit, and a counting-person image data item transmission
unit. The counting-person imaging unit images a counting person.
The counting-person image data item generation unit generates a
counting-person image data item based on a result of an imaging by
the counting-person imaging unit. The counting-person image data
item transmission unit transmits, to the server, the
counting-person image data item generated by the counting-person
image data item generation unit. The server comprises a player
image data item reception unit, a storage, a counting-person image
data item reception unit, a retrieval unit, and a notification
unit. The player image data item reception unit receives the player
image data item transmitted by the player image data item
transmission unit. The storage stores therein the player image data
item received by the player image data item reception unit. The
counting-person image data item reception unit receives the
counting-person image data item transmitted by the counting-person
image data item transmission unit. The retrieval unit retrieves
from the storage a player image data item that is identical to the
counting-person image data item received by the counting-person
image data item reception unit. The notification unit notifies a
result of retrieval made by the retrieval unit.
[0016] In the third and fourth aspects, a player who is playing a
game is imaged, and a player image data item is stored in the
storage. Determined is whether a player image data item identical
to a counting-person image data item obtained by imaging a counting
person is stored in the storage or not. Thereby, whether a counting
person who is counting game values on the counter has actually
played a game in a gaming machine or not can be determined.
Accordingly, even though, for example, a game value acquired by a
player is brought out by a dishonest stranger who then attempts
counting the game value on the counter, whether this person is
counting a game value he/she has acquired by himself/herself as a
result of actually playing a game or not can be determined. This
can prevent fraud in a counter, without requiring a monitoring by a
manager of a game arcade.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] Other and further objects, features and advantages of the
invention will appear more fully from the following description
taken in connection with the accompanying drawings in which:
[0018] FIG. 1 schematically illustrates a game system according to
an embodiment of the present invention;
[0019] FIG. 2 is a perspective view of a gaming machine that is
included in the game system of FIG. 1;
[0020] FIG. 3 is a perspective view of a counter that is included
in the game system of FIG. 1;
[0021] FIG. 4 is a block diagram showing an electrical construction
of the gaming machine of FIG. 2;
[0022] FIG. 5 is a block diagram showing an electrical construction
of the counter of FIG. 3;
[0023] FIG. 6 is a block diagram showing an electrical construction
of a hall computer that is included in the game system of FIG.
1;
[0024] FIG. 7 schematically illustrates a demo screen that is
displayed on a liquid crystal monitor which is mounted on a medal
lending device included in the gaming machine;
[0025] FIG. 8 schematically illustrates a register screen that is
displayed on the liquid crystal monitor;
[0026] FIG. 9A is a schematic view in which completion of
registration is being notified;
[0027] FIGS. 9B and 9C are schematic views in which
non-registerability is being notified;
[0028] FIG. 10A schematically illustrates a mail preparation screen
that is displayed on the liquid crystal monitor;
[0029] FIG. 10B is a schematic view in which completion of
transmission of a mail is being notified;
[0030] FIG. 10C is a schematic view in which non-transmittability
of a mail is being notified;
[0031] FIG. 11 schematically illustrates a player data table that
is stored in the hall computer;
[0032] FIG. 12 schematically illustrates a gaming-machine data
table that is stored in the hall computer;
[0033] FIG. 13 schematically illustrates a staff data table that is
stored in the hall computer;
[0034] FIG. 14 is a flowchart showing a main routine executed by a
main body of the gaming machine;
[0035] FIG. 15 is a flowchart showing a main routine executed by
the medal lending device;
[0036] FIG. 16 is a flowchart showing a registration processing
that is executed in the main routine of the medal lending
device;
[0037] FIG. 17 is a flowchart showing a mail transmission
processing that is executed in the main routine of the medal
lending device;
[0038] FIG. 18 is a flowchart showing a player authentication
processing that is executed by the medal lending device;
[0039] FIG. 19 is a flowchart showing a main routine executed by
the counter;
[0040] FIG. 20 is a flowchart showing a main routine executed by
the hall computer;
[0041] FIG. 21 is a flowchart showing a registration processing
that is executed in the main routine of the hall computer;
[0042] FIG. 22 is a flowchart showing a player data table updating
processing that is executed in the main routine of the hall
computer;
[0043] FIG. 23 is a flowchart showing a gaming-machine data table
updating processing that is executed in the main routine of the
hall computer;
[0044] FIG. 24 is a flowchart showing a counting person monitoring
processing that is executed in the main routine of the hall
computer;
[0045] FIG. 25 is a flowchart showing a mail transmission/reception
processing that is executed in the main routine of the hall
computer; and
[0046] FIG. 26 is a perspective view of an exemplified gaming
machine that has a CCD camera provided on its main body.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0047] In the following, a certain preferred embodiment of the
present invention will be described with reference to the
accompanying drawings.
[0048] First, a game system 100 according to an embodiment of the
present invention will be described with reference to FIG. 1. The
game system 100 includes gaming machines 10, counters 30, and a
hall computer 40. The gaming machines 10 and the counters 30 are
placed in a hall 101 which is a game arcade. Each of the gaming
machines 10 gives a player 103 a game value based on a game result.
The counter 30 counts medals which serve as game values. The hall
computer 40 corresponds to a "server" of the present invention, and
is placed in a monitor room 102 which only a staff 105, as a
manager of the hall 101, is allowed to enter. The hall computer 40
is, by cables and hubs (not shown), connected to each of the gaming
machines 10 and the counters 30 so that data communication can be
done therebetween.
[0049] The gaming machine 10 is a pachi-slot machine in which
variably-displayed symbols can be stopped due to an operation made
by the player 103. A medal serves as the game value in this
embodiment.
[0050] Each of the gaming machines 10 has a main body 10a and a
medal lending device 10b which are formed as a unit and placed
adjacent to each other as shown in FIG. 2. The player 103 (see FIG.
1) buys medals from the medal lending device 10b, and plays a game
on the main body 10a using the medals. The medal lending device 10b
corresponds to a "game media lending device" of the present
invention.
[0051] The main body 10a of the gaming machine 10 will be described
with reference to FIGS. 2 and 4.
[0052] As shown in FIG. 2, the main body 10a has a cabinet 2 that
constitutes a whole of the main body 10a. On the front face of the
cabinet 2, a main display 2a that substantially extends in a
vertical direction is provided. At the center of the main display
2a, display windows 4L, 4C, and 4R each having a rectangular shape
elongated in the vertical direction are provided. Each of the
display windows 4L, 4C, and 4R shows, among symbols arranged on
each of reels 3L, 3C, and 3R, three symbols lined in the vertical
direction, so that a total of nine symbols are displayed. Pay lines
are defined in the display windows 4L, 4C, and 4R. The pay lines
include a top line 8b, a center line 8c, and a bottom line 8d which
are extending in a horizontal direction, and a cross-down line 8a
and a cross-up line 8e which are extending in an oblique
direction.
[0053] The top line 8b is defined through top sections of the
respective display windows 4L, 4C, and 4R. The center line 8c is
defined through center sections of the respective display windows
4L, 4C, and 4R. The bottom line 8d is defined through bottom
sections of the respective display windows 4L, 4C, and 4R. The
cross-down line 8a is defined through the top section of the
display window 4L, the center section of the display window 4C, and
the bottom section of the display window 4R. The cross-up line 8e
is defined through the bottom section of the display window 4L, the
center section of the display window 4C, and the top section of the
display window 4R. These five pay lines are activated, when a BET
button 11 which will be described later is pressed or when three
medals are inserted into a medal insertion slot 13. In the
following, a pay line that is activated will be referred to as an
activated line.
[0054] The pay lines 8a to 8e are related to a win. To be more
specific, a win is made when a certain symbol, for example an
"Upper Chili" symbol for a "small win of Upper Chili", is stopped
at a predetermined position on any activated line or when a
predetermined combination of symbols are stopped at predetermined
positions on any activated line.
[0055] Within the cabinet 2, three rotatable reels 3L, 3C, and 3R
are provided side by side in a widthwise direction. A column of
symbols are arranged on an outer surface of each of the reels 3L,
3C, and 3R. The column includes symbols that are assigned code
numbers of "00" to "20", respectively. More specifically, the
column includes symbols of "Red 7", "Blue 7", "Lower Chili",
"Bell", "Watermelon", "Replay", and "Upper Chili". As described
above, symbols arranged on the respective reels 3L, 3C, and 3R are
visible through the display windows 4L, 4C, and 4R. The reels 3L,
3C, and 3R are rotated at a constant speed, for example at 80 rpm.
The "Red 7" symbol and the "Blue 7" symbol included in the column
form a bonus win. Here, the bonus win includes a BB (Big Bonus) and
an RB (Regular Bonus) which will be detailed later. Hereinafter,
the BB and the RB will generally be called a "bonus".
[0056] A BET lamp 9 and a credit value indicator 19 are provided on
the left side of the display windows 4L, 4C, and 4R. When medals
are bet for one game, the BET lamp 9 is lighted up. The one game
gets over when all the reels stop rotating. The credit value
indicator 19 having a 7-segment LED indicates the number of medals
credited in the main body 10a.
[0057] A WIN lamp 17 and a number-of-acquired-medals indicator 18
are provided on the right side of the display windows 4L, 4C, and
4R. After it is determined that a bonus can be made, and before the
bonus is actually made, the WIN lamp 17 stays lighted up. The
number-of-acquired-medals indicator 18 having a 7-segment LED
indicates the number of medals acquired in accordance with a
win.
[0058] A number-of-bonus-game indicator 20 is provided on the upper
side of the WIN lamp 17. The number-of-bonus-games indicator 20
having a 7-segment LED indicates the number of games that are
played in a BB base game mode or an RB game mode which will be
described later. The BB base game mode and RB game mode will
generally be called a "bonus game mode".
[0059] A control panel 12 in the form of a horizontal plane is
provided on the lower side of the display windows 4L, 4C, and 4R.
At the center of the control panel 12, there is provided a liquid
crystal display 5 that displays a presentation image or the like.
The medal insertion slot 13 is provided on the right side of the
liquid crystal display 5. An inserted-medal sensor 13S is provided
in the medal insertion slot 13 (see FIG. 4). The inserted-medal
sensor 13S senses an inserted medal. The BET button 11 is provided
on the left side of the liquid crystal display 5. When the BET
button 11 is pressed once, the five pay lines 8a to 8e are
activated and at the same time three of the credited medals are bet
for a next game.
[0060] In a left-side part of the front face of the cabinet 2 and
below the control panel 12, there is provided a C/P button 14 that
switchingly commands crediting and payout of medals acquired in a
game. When the C/P button 14 commands payout of medals, the medals
are paid out through a medal payout opening 15 which is provided in
a lower part of the front face of the cabinet 2. The medals thus
paid out are received in a medal tray 16.
[0061] On the right side of the C/P button 14, a start lever 6
which can rotate within a predetermined range of angles is
provided. In accordance with an operation made by the player 103,
the start lever 6 outputs to a controller 60 of the main body 10a
(see FIG. 4) a command signal for starting a game. The controller
60, which has thus received the command signal for starting a game,
starts rotating the reels 3L, 3C, and 3R so that symbols are
variably displayed within the display windows 4L, 4C, and 4R.
[0062] On the right side of the start lever 6 and below the liquid
crystal display 5, there is provided three stop buttons 7L, 7C, and
7R that stop rotation of the reels 3L, 3C, and 3R,
respectively.
[0063] The controller 60 (see FIG. 4) controlling the main body 10a
is formed of a microcomputer, and includes a CPU (Central
Processing Unit) 61, a RAM (Random Access Memory) 62, a ROM (Read
Only Memory) 63, and a communicator 64. The ROM 63 stores therein a
program shown in FIG. 14, data, and the like. The RAM 62
temporarily stores therein data to be used while the program is
being executed, and the like. The CPU 61 enables execution of the
program stored in the ROM 63. The communicator 64 enables data
communication with a controller 70 of the medal lending device
10b.
[0064] The controller 60 is connected to and receives input
signals, which reflect various operations made by the player 103,
from components including the start lever 6, the stop buttons 7L,
7C, 7R, the BET button 11, the C/P button 14, and the
inserted-medal sensor 13S, and then generates control commands to
the components. The controller 60 is connected also to the reels
3L, 3C, 3R and a hopper 69 that functions as a payout unit, and
controls them in accordance with input signals from them or game
modes.
[0065] To be more specific, when the start lever 6 is operated the
controller 60 rotates the reels 3L, 3C, and 3R, and when the stop
buttons 7L, 7C, and 7R are pressed the controller 60
correspondingly stops the reels 3L, 3C, and 3R, respectively. When
receiving from the C/P button 14 a command to pay out medals, the
controller 60 drives the hopper 69 so as to pay out medals through
the medal payout opening 15. When the number of medals that have
been paid out by the hopper 69 reaches a predetermined number, the
controller 60 receives a medal payout completion signal from the
hopper 69 and then stops the hopper 69. Here, the predetermined
number means a value indicated by the credit value indicator 19.
When the BET button 11 is pressed, the controller 60 activates the
pay lines 8a to 8e and at the same time bets three of the credited
medals for a next game. Also, when receiving from the
inserted-medal sensor 13S a detection signal for the three medals
inserted into the medal insertion slot 13, the controller 60
activates the pay lines 8a to 8e and at the same time bets the
inserted three medals for a next game. When receiving from the
reels 3L, 3C, and 3R positional signals, the controller 60 detects
symbols placed on the activated lines in accordance with the
signals, and then determines whether a win is made or not based on
the combination of the symbols.
[0066] The controller 60 is further connected to the BET lamp 9,
the WIN lamp 17, the number-of-acquired-medals indicator 18, the
credit value indicator 19, the number-of-bonus-games indicator 20,
and the liquid crystal display 5. Depending on game modes and the
like, the controller 60 supplies these components with drive
signals so as to light up the lamps 9 and 17, change what are
indicated by the indicators 18, 19, and 20, display presentation
images on the liquid crystal display 5, and so on.
[0067] A clock-pulse generating circuit, a frequency divider, a
random number generator, and a sampling circuit are connected to
the CPU 61 of the controller 60. The clock-pulse generating circuit
generates a reference clock pulse. The random number generator
generates random numbers within a predetermined range of values. At
a good timing after the start lever 6 is operated, the sampling
circuit samples one out of the random numbers generated by the
random number generator. The CPU 61 determines an internal win
based on the random number thus sampled by the sampling circuit and
on a probability lottery table which is stored in the ROM 63. Here,
the internal win means a win which can be made at the end of a
game.
[0068] The controller 60 transmits game status data via the
communicator 64 to the controller 70 of the medal lending device
10b and further transmitted to the hall computer 40. The game
status data includes data concerning the present game mode and the
number of medals that have been paid out by the hopper 69 of the
gaming machine 10. When receiving a game start permission signal
from the controller 70 of the medal lending device 10b via the
communicator 64, the controller 60 controls the main body 10a so as
to enable a game to start.
[0069] The gaming machine 10 presents three modes of a "base game
mode", an "RB game mode", and a "BB base game mode". These three
game modes differ in types of the internal win, probabilities of an
internally win of a replay, types of bonuses which can be made,
relationship between the internal win and determination of a win,
and the like. A game mode shifts from one mode to another when, for
example, a predetermined combination of symbols stops on the pay
line.
[0070] A player wins the BB, under a condition that a combination
of "Blue 7-Blue 7-Blue 7" or "Red 7-Red 7-Red 7" appears on the
activated line in the base game mode. When the BB is won, the game
mode shifts from the base game mode to the BB base game mode. A
player wins the RB, under a condition that a combination of "Red
7-Red 7-Blue 7" appears on the activated line in the base game mode
or under a condition that a combination of "Replay-Replay-Replay"
appears on the activated line in the BB base game mode. Winning the
RB in the BB base game mode is generally called "JACIN". When the
RB is won, the game mode shifts to the RB game mode.
[0071] A player wins a replay, under a condition that a combination
of "Replay-Replay-Replay" appears on the activated line in the base
game mode. When a replay is won, medals, the number of which is the
same as the number of inserted medals, are automatically bet, so
that the player 103 can play a next game without using his/her
medals. In the base game mode and the BB base game mode, a "small
win of Upper Chili", a "small win of Lower Chili", a "small win of
Bell", and a "small win of Watermelon" can be made. That is, wins
which can be made in the base game mode is the BB, the RB, the
replay, the small win of Bell, the small win of Watermelon, the
small win of Upper Chili, and the small win of Lower Chili. When
the replay is won in the base game mode, no medal is acquired.
However, when the BB, the RB, the small win of Bell, the small win
of Watermelon, the small win of Upper Chili, and the small win of
Lower Chili are made in the base game mode, the player acquires 15
medals, 15 medals, 10 medals, 3 medals, 1 medal, and 7 medals,
respectively.
[0072] In the RB game mode, a win is made under a condition that a
combination of "Replay-Replay-Replay", "Red 7-Replay-Replay", or
"Blue 7-Replay-Replay" appears on the activated line in the base
game mode. A game played in the RB game mode is generally called a
"JAC game".
[0073] Next, the medal lending device 10b which is included in the
gaming machine 10 will be described with reference to FIGS. 2 and
4.
[0074] As shown in FIG. 2, the medal lending device 10b is placed
adjacent to and formed as a unit with the main body 10a of the
gaming machine. The medal lending device 10b has a cabinet 23 whose
shape is substantially rectangular parallelepiped and whose width
is smaller than that of the cabinet 2 of the main body 10a. The
medal lending device 10b is controlled by a controller 70 (see FIG.
4) placed within the cabinet 23.
[0075] On a front face of the cabinet 23, there are provided a bill
insertion slot 23a substantially at the center, a coin insertion
slot 23b on the lower side of the bill insertion slot 23a, and a
medal tray 23c in a lower part. A bill sensor 231 and a coin sensor
232 are provided in the bill insertion slot 23a and in the coin
insertion slot 23b, respectively. The bill sensor 231 detects an
inserted bill and the coin sensor detects an inserted coin. The
bill sensor 231 and the coin sensor 232 are connected to and
transmit inserted-amount detection signal to the controller 70 when
detecting a bill and a coin, respectively. A medal payout unit 233,
which is provided inside the cabinet 23, is also connected to the
controller 70. The controller 70 drives the medal payout unit 233
based on the inserted-amount detection signal received from the
bill sensor 231 and/or coin sensor 232, so as to pay out a
predetermined number of medals into the medal tray 23c.
[0076] A CCD camera 24, which is provided in an upper front part of
the cabinet 23, functions as an "imaging unit" of the present
invention, and images the playing player 103 who is sitting in
front of the main body 10a of the gaming machine 10 as shown in
FIG. 1. The CCD camera 24 is connected to and constantly transmits
captured image data to the controller 70.
[0077] A liquid crystal monitor 25, which is provided substantially
at the center of the front face of the cabinet 23, displays screens
shown in FIGS. 7, 8, 9A to 9C, and 10A to 10C. Through the liquid
crystal monitor 25, the player 103 can register his/her name and
face image, and transmit/receive a mail to/from another player 103
who is playing a game in another gaming machine 10, the details of
which will be described later. A touch panel is provided over a
surface of the liquid crystal monitor 25. The player 103 can input
his/her name and prepare a mail by touching the surface of the
liquid crystal monitor 25.
[0078] On the front face of the cabinet 23, a card processing unit
26 is provided above the liquid crystal monitor 25. The card
processing unit 26 includes a card issuing slot 26a that issues an
ID card (not shown), a card insertion slot 26b into which the ID
card can be inserted, and a card eject button 26c that ejects the
ID card inserted into the card insertion slot 26b. The ID card has
an IC chip storing data therein. When the player 103 has completed
a later-described registration processing, the ID card having
registry data stored in its IC chip is issued out through the card
issuing slot 26a. The registry data includes a name and face image
data of the player 103.
[0079] The CCD camera 24, the liquid crystal monitor 25, and the
card processing unit 26 are connected to and controlled by the
controller 70.
[0080] The controller 70 controlling the medal lending device 10b
is formed of a microcomputer, and includes a CPU 71, a RAM 72, a
ROM 73, and a communicator 74. The ROM 73 stores therein programs
shown in FIGS. 15 to 18, machine numbers that specify the
respective gaming machine 10, and the like. The machine number
corresponds to a "specifying data item" of the present invention.
The RAM 72 temporarily stores therein data to be used while the
programs are being executed, game status data transmitted from the
main body 10a of the gaming machine, registry data read out of the
ID card, and the like. The CPU 71 enables execution of the programs
stored in the ROM 73. The communicator 74 enables data
communication with the controller 60 of the main body 10a of the
gaming machine and data communication with the hall computer
40.
[0081] Here, a description will be given to a screen displayed on
the liquid crystal monitor 25. As shown in FIGS. 7 and 8, a screen
displayed on the liquid crystal monitor 25 is divided into a
function select area 251a and a main area 251b. In the function
select area 251a, a "DEMO" button 252a, a "REGISTER" button 252b,
and a "MAIL" button 252c are displayed so that a player can select
them. As described above, the touch panel is provided over the
surface of the liquid crystal monitor 25. Therefore, when a player
touches the buttons 252a to 252c, signals corresponding to the
respective buttons are outputted.
[0082] When the player 103 touches the "DEMO" button 252a or when
the other buttons 252b and 252c are kept un-operated for a
predetermined period of time, a demo screen shown in FIG. 7, which,
for example, gives a presentation using a character 253 or shows
information about the hall 101, is displayed in the main area
251b.
[0083] When the player 103 touches the "REGISTER" button 252b, a
register screen shown in FIG. 8 is displayed in the main area 251b.
Before the player 103 plays a first game in the hall 101, he/she
registers his/her name as an "identification data item" and face
image data as a "player image data item" via the register
screen.
[0084] In the register screen, a character input screen 254a is
displayed in a left part of the main area 251b. The character input
screen 254a shows selectable keys including alphabet keys and an
"ENTER" key.
[0085] An instruction screen, which shows a name field 254b, an
"OK" button 254c, and a "SHOOT" button 254d, is displayed in a
right part of the main area 251b. The name field 254b indicates a
name of the player 103 which has been inputted through the keys in
the character input screen 254a. The "SHOOT" button 254d is
displayed in an unselectable mode until the "OK" button 254c is
touched. That is, the "SHOOT" button 254d becomes selectable, only
after the player 103 inputs his/her name through the keys of the
character input screen 254a, checks the name field 254b for the
inputted name, and then touches the "OK" button 254c. When the
player 103 touches the "SHOOT" button 254d, the CCD camera 24 is
driven to shoot the player 103.
[0086] After a shooting, the name of the player 103 thus inputted,
and his/her face image data obtained from the shooting are,
together with the machine number which is stored in the ROM 73 of
the controller 70, transmitted to the hall computer 40. Then, a
screen of FIG. 9A, 9B, or 9C is displayed depending on a
notification transmitted from the hall computer 40.
[0087] More specifically, when a registration has properly been
completed, a message that the registration has been completed and
an ID card has been issued appears as shown in FIG. 9A. When the
inputted name has already been registered by another player 103, a
message that the name has already been registered appears as shown
in FIG. 9B. When the face image data obtained from the shooting has
already been registered, it is determined that the player 103 who
is attending to the current registration has already been
registered, and therefore a message that the player 103 has already
been registered appears as shown in FIG. 9C. After any of the
screens of FIGS. 9A to 9C is displayed, the demo screen of FIG. 7
is automatically displayed.
[0088] Thus, no identical name can be registered. If a player 103
tries registering a name which has already been registered by
another player, an error message (see FIG. 9B) appears so that
he/she can input another name. This enables a mail to be
transmitted to a desired player without fail.
[0089] In addition, one player 103 is not allowed double
registrations. If an already-registered player 103 tries
registering himself/herself again, an error message (see FIG. 9C)
appears so that a reliable authentication of the player 103 can be
performed.
[0090] When a player 103 touches the "MAIL" button 252c, a mail
preparation screen of FIG. 10A is displayed in the main area 251b.
Using the mail preparation screen, the player 103 prepares a mail
addressed to another player 103 who is playing a game in another
gaming machine 10. In the mail preparation screen, a character
input screen 255a, which is similar to the character input screen
254a of the register screen is displayed in a left part of the main
area 251b. An address field 255b, a message field 255c, and a
"TRANSMISSION" button 255d are displayed in a right part of the
main area 251b. A destination address is inputted in the address
field 255b. Contents of the mail are inputted in the message field
255c. Here, what is inputted in the address field 255b is a name
the destination player 103 inputted at the time of registering
himself/herself. When the "TRANSMISSION" button 255d is touched,
mail data, which includes a machine number of the gaming machine 10
and what have been inputted in the address field 255b and the
message field 255c, are transmitted to the hall computer 40.
[0091] The hall computer 40 receives the mail data, and then refers
to a later-described player data table, so as to transmit the mail
to a gaming machine 10 that corresponds to the name inputted in the
address field 255b. When the mail has been transmitted properly, a
message that transmission has been completed appears as shown in
FIG. 10B, and then the demo screen of FIG. 7 is displayed. In a
case where, for example, the name inputted in the address field
255b is not registered in the hall computer 40, the mail is not
transmitted. Instead, a message urging the player 103 to review the
destination address appears as shown in FIG. 10C. Then, the mail
preparation screen of FIG. 10A is displayed again.
[0092] The gaming machine 10 that has received a mail from the hall
computer 40 displays on its liquid crystal monitor 25 contents of
the mail and a name of a player 103 who transmitted the mail.
[0093] Next, a counter 30 will be described.
[0094] As shown in FIG. 3, the counter 30 has a main body 30a and a
ticket issuer 30b which are formed as a unit and placed adjacent to
each other. A controller 80 (see FIG. 5) which is provided inside
the main body 30a controls the counter 30. The main body 30a has a
case-like shape and includes therein a medal receiver 31 and a
counting passage (not shown). The medal receiver 31 opens in a top
face of the main body 30a. The counting passage aligns medals in
the medal receiver 31. A medal sensor 31S is provided in the medal
receiver 31 and connected to the controller 80. The medal sensor
31S detects a medal which is passing through the counting passage,
and transmits a detection signal to the controller 80. Based on the
detection signal thus fed from the medal sensor 31S, the controller
80 counts medals inserted into the medal receiver 31.
[0095] The main body 30a also has, in its upper part, a CCD camera
32, a number-of-inserted-medals indicator 33, and a receipt issuing
button 34. The CCD camera 32 shoots a counting person 104 who is
using the counter 30. The number-of-inserted-medals indicator 33
indicates the number of all medals inserted. No description will be
given to the CCD camera 32, because it has the same construction as
that of the above-described CCD camera 24. The CCD camera 32, the
number-of-inserted-medals indicator 33, and the receipt issuing
button 34 are respectively connected to the controller 80 (see FIG.
5).
[0096] As shown in FIG. 3, the ticket issuer 30b is placed adjacent
to and formed as a unit with the main body 30a. The ticket issuer
30b has a case-like shape and a receipt discharge opening 35
provided on a front face thereof. A printing unit 36 (see FIG. 5)
that is connected to the controller 80 is provided inside the
ticket issuer 30b. The printing unit 36 includes a printing section
that performs a printing on a receipt (not shown), and a
discharging section that discharges the printed receipt out through
the receipt discharge opening 35. Upon a pressing of the receipt
issuing button 34, a receipt on which a result of counting is
printed is discharged through the receipt discharge opening 35.
[0097] The controller 80 is formed of a microcomputer, and includes
a CPU 81, a RAM 82, a ROM 83, and a communicator 84. The ROM 83
stores therein a program shown in FIG. 19, data, and the like. The
RAM 82 temporarily stores therein data to be used while the program
is being executed, and the like. The CPU 81 enables execution of
the program stored in the ROM 83. The communicator 84 enables data
communication with the hall computer 40.
[0098] Next, with reference to FIG. 6, a description will be given
to an electrical construction of the hall computer 40 which is
data-communicably connected to each of the gaming machines 10 and
the counters 30.
[0099] A controller 90 of the hall computer 40 is formed of a
microcomputer, and includes a CPU 91 that can execute programs
shown in FIGS. 20 to 25, a RAM 92, a ROM 93, and a communicator 94.
The ROM 93 stores therein programs shown in FIGS. 20 to 25, data,
and the like. The RAM 92 temporarily stores therein data to be used
while the programs are being executed, and the like. The CPU 91
enables execution of the programs stored in the ROM 93. The
communicator 94 enables data communication with the gaming machines
10 and the counters 30.
[0100] An operating unit 95, a display 96, and a mass storage 97
are connected to the controller 90. The operating unit 95 includes
a keyboard and a mouse for example, and used for inputting a
processing instruction, a name of a staff 105, and the like. The
display 96 such as a CRT monitor displays states of the players 103
and states of the gaming machines 10, and notifies the staff 105 of
fraud in accordance with results of processings which will be
described later. The storage 97 stores therein a player data table
(see FIG. 11), a gaming machine data table (see FIG. 12), and a
staff data table (see FIG. 13). The controller 90 retrieves data
from the data tables, creates new data, rewrites data, and so
on.
[0101] As shown in FIG. 11, the player data table stores therein
data sets respectively corresponding to the players 103 each having
completed the registration. Each data set is made up of face image
data of a corresponding player 103, a name of the player 103, a
machine number of a gaming machine 10 the player 103 is using, and
game status data. In the player data table, the machine number and
the game status data are rewritten in accordance with data received
from the gaming machines 10.
[0102] As shown in FIG. 12, the gaming machine data table stores
therein data sets respectively corresponding to the gaming machines
10. Each data set is made up of a machine number of a corresponding
gaming machine 10, face image data of a player 103 who is using the
gaming machine 10, and game status data. In the gaming machine data
table, the player's face image data and the game status data are
rewritten in accordance with data received from the gaming machines
10.
[0103] As shown in FIG. 13, the staff data table stores therein
data sets respectively corresponding to the staffs 105 who are
present in the hall 101. Each data set is made up of face image
data of a corresponding staff 105 and a name of the staff 105.
[0104] Next, operations of the main body 10a of the gaming machine
10 will be described with reference to FIG. 14.
[0105] First, the controller 60 of the main body 10a performs a
game-starting initialization (A1) to initialize memory contents of
the RAM 62, communication data, and the like. Then, the controller
60 erases predetermined memory contents of the RAM 62 which were
stored at the end of a game (A2). More specifically, the controller
60 erases data from a "writable area" of the RAM 62 which was used
in the previous game, writes a parameter necessary for a next game
into the writable area of the RAM 62, designates a start address
for a sequence program of the next game, and the like.
[0106] Then, the controller 60 determines whether a game start
permission signal is received from the medal lending device 10b
(A3). As will be detailed later with reference to FIG. 18, the
medal lending device 10b transmits the game start permission signal
under a condition that an ID card is inserted into the card
insertion slot 26b and also that face image data stored in the ID
card is identical to face image data obtained from a shooting by
the CCD camera 24. When the game start permission signal has not
been received (A3: NO), the controller 60 waits until it receives
the signal. When the game start permission signal has been received
(A3: YES), the processing proceeds to A4.
[0107] In A4, the controller 60 waits until it receives a signal
from the inserted-medal sensor 13S or the BET button 11. Then, the
controller 60 determines whether the start lever 6 is operated,
that is, whether it receives a command signal for starting a game
(A5). The controller 60 waits until the start lever 6 is operated.
When the start lever 6 is operated (A5: YES), the controller 60
samples a random number for lottery (A6). Then, the controller 60
checks a game mode for the current game (A7). More specifically,
the controller 60 sets a game mode for the current game to any of
the BB base game mode, the RB game mode, and the base game mode,
and transmits the set game mode to the medal lending device
10b.
[0108] Subsequently, an internal win is determined by executing a
probability lottery processing (A8). Then, a stop table group that
corresponds to the determined internal win is selected (A9). Then,
the reels 3L, 3C, and 3R are rotated using the stop table group
thus selected (A10).
[0109] Then, rotations of the reels 3L, 3C, and 3R are stopped
(A11). More specifically, at a timing when the stop buttons 7L, 7C,
and 7R are pressed or at a timing when an automatic stop timer
indicates "00", the number of sliding frames is determined based on
the stop table selected in A9 and on a reel position at the stop
operation. The number of sliding frames means the number of symbols
that moves within the display windows 4L, 4C, and 4R after the stop
buttons 7L, 7C, 7R are pressed and before the reels 3L, 3C, 3R are
actually stopped. Thereby, the reel 3L, 3C, 3R that corresponds to
the pressed stop button 7L, 7C, 7R is rotated so as to slide the
determined number of frames, and then stopped.
[0110] Next, a win is determined (A12). More specifically, a win
type is determined based on a combination of symbols of the reels
3L, 3C, and 3R that are stopped on the center line 8c. Then, medals
depending on the determined win are credited or paid out (A13).
Here, the number of medals to be acquired depending on the
determined win is indicated by the number-of-acquired-medals
indicator 18. Depending on an operation of the C/P button made by
the player, the acquired medals are credited or all medals that
have already been acquired are paid out through the medal payout
opening 15. When paying out medals, controller 60 transmits the
number of medals paid out to the medal lending device 10b. When the
medals are credited, the credited medals can be bet for a next game
by pressing the BET button 11 in the next game. In A13, under a
condition that the win determined in A12 was the BB or RB, the game
mode shifts to the BB base game mode or the RB game mode.
[0111] Next, determined is whether the current game mode is the
bonus game mode, that is, whether the current game mode is the BB
base game mode or the RB game mode (A14). When the current game
mode is neither the BB base game mode nor the RB game mode (A14:
NO), the processing returns to A2. When the current game mode is
the BB base game mode or the RB game mode (A14: YES), the
controller 60 checks the number of games which should be played in
the BB base game mode or the RB game mode (A15). More specifically,
the controller 60 checks how many times a shifting to the RB game
mode was made, how many games are set in the BB base game mode, how
many times a win was made in the RB game mode, and how many games
are set in the RB game mode.
[0112] Next, determined is whether the bonus game mode should be
ended (A16). More specifically, when, in the third RB game mode
after the BB was won, 8 wins are made or 12 games are played, or
when, in the BB base game mode, 30 games are played, it is
determined that the bonus game mode should be ended. When, in the
RB game mode after the RB was won as a result of a combination of
"Red 7-Red 7-Blue 7" appearing on the activated line, 8 wins are
made or 12 games are played, it is determined that the bonus game
mode should be ended. When it is determined that the bonus game
mode should not be ended (A16: NO), the processing returns to A2.
When it is determined that the bonus game mode should be ended
(A16: YES), the bonus game mode is ended (A17), and the game mode
shifts to the base game mode. Then, the processing returns to
A2.
[0113] Next, operations of the medal lending device 10b of the
gaming machine 10 will be described with reference to FIG. 15.
[0114] First, the controller 70 of the medal lending device 10b
displays the demo screen of FIG. 7 on the liquid crystal monitor 25
(B1). Then, the controller 70 determines whether, in the demo
screen, any button other than the "DEMO" button 252a shown in the
function select area 251a is touched or not (B2). When the player
103 touches the "DEMO" button 252a or does not touch any button, it
is determined that a button other than the "DEMO" button 252a is
not touched (B2: NO), and the processing returns to B1 so that the
demo screen remains displayed on the liquid crystal display 25.
[0115] When the player 103 touches a button other than the "DEMO"
button 252a (B2: YES), then the controller 70 determines whether
the "REGISTER" button 252b is touched or not (B3). When it is
determined that the "REGISTER" button 252b is touched (B3: YES),
the register screen of FIG. 8 is displayed on the liquid crystal
monitor 25 and then a registration processing of FIG. 16 is
executed (B5).
[0116] In the registration processing, first, whether in the
register screen a name has been inputted or not is determined (C1).
More specifically, determined are whether a name of the player 103
has been inputted in the field 254b shown in FIG. 8 and then the
"OK" button 254c shown in FIG. 8 has been touched or not. When a
name has not been inputted (C1: NO), whether a predetermined period
of time has elapsed since the register screen was displayed or not
is determined (C13). When the predetermined period of time has not
yet elapsed (C13: NO), the processing returns to C1. When the
predetermined period of time has elapsed (C13: YES), the processing
exits from this routine and returns to B1 of FIG. 15 so that the
demo screen is displayed.
[0117] When a name has been inputted (C1: YES), the "SHOOT" button
254d in the register screen becomes selectable (C2). Then, whether
the "SHOOT" button 254d has been touched or not is determined (C3).
When the "SHOOT" button 254d has not been touched (C3: NO), the
controller 70 waits until the "SHOOT" button 254d is touched. When
the "SHOOT" button 254d has been touched (C3: YES), the CCD camera
24 shoots the player 103 (C4). More specifically, the CCD camera is
constantly transmitting image data of the player 103 to the
controller 70, and the image data is temporarily stored in an image
RAM (not shown) of the controller 70. At a timing when the "SHOOT"
button 254d is touched, the controller 70 reads the image data out
of the image RAM.
[0118] Subsequently, the controller 70 extracts a face region of
the player 103 from the read image data by a known method, and
generates face image data of the player 103 (C5). More
specifically, in an example, the controller 70 firstly determines
whether a color tone and a gradation of each pixel are within a
predetermined skin-color range, and extracts a skin-color region.
Then, the controller 70 extracts a face region from the skin-color
region by removing from the skin-color region parts different from
a face region based on their sizes and shapes. Data on the face
region extracted in this manner is the face image data.
[0119] Then, the controller 70 reads a machine number out of the
ROM 73 (C6). In C7, the controller 70 transmits to the hall
computer 40 the machine number read out in C6 and registry data
which includes the inputted name and the face image data generated
in C5. The controller 70 then determines whether it has received
from the hall computer 40 a notification about the registration or
not (C8). When the notification has not been received (C8: NO), the
controller 70 waits until it receives the notification.
[0120] When the notification has been received (C8: YES), the
controller 70 determines whether a registration has been completed
or not based on the notification received (C9). In a case where a
name inputted in the name field 254b has already been registered in
the hall computer 40 or in a case where the face image data
obtained from the shooting has already been registered in the hall
computer 40, a notification of non-registerability is received (C9:
NO), and a message that the name has already been registered or a
message that the player 103 has already been registered appears as
shown in FIG. 9B or 9C (C12). Then, the processing exits from this
routine, and returns to B1 of FIG. 15 in which the demo screen is
displayed. Alternatively, it is also possible that the register
screen of FIG. 8 is displayed.
[0121] When the controller 70 receives a notification that the
registration has been completed (C9: YES), a message that the
registration has been completed appears as shown in FIG. 9A (C10).
Then, a new ID card with an IC chip which stores therein the
registry data including the name and the face image data is issued
out through the card issuing slot 26a (C11). Then, the processing
exits from this routine, and returns to B1 of FIG. 15 in which the
demo screen is displayed.
[0122] In a case where the controller 70 has failed to generate
face image data in C5, a message advising the player 103 to shoot
himself/herself again may appear on the liquid crystal monitor 25.
This can ensure that face image data of the player 103 is
generated.
[0123] Referring to FIG. 15 again, when it is determined that the
"REGISTER" button 252b is not touched (B3: NO), the controller 70
determines that the "MAIL" button 252c is touched, and displays the
mail preparation screen of FIG. 10A on the liquid crystal monitor
25 (B6). Then, a mail transmission processing of FIG. 17 is
executed (B7).
[0124] In the mail transmission processing, first, the controller
70 determines whether in the mail transmission screen the
"TRANSMISSION" button 255d has been touched or not (D1). When the
"TRANSMISSION" button 255d has not been touched (D1: NO), the
controller 70 waits until the "TRANSMISSION" button 255d is
touched. When the "TRANSMISSION" button 255d has been touched (D1:
YES), the controller 70 then determines whether a destination
address has been inputted in the address field 255b or not (D2).
When a destination address has not been inputted (D2: NO), the
processing returns to D1. In this case, a massage advising the
player 103 to input a destination address may appear on the liquid
crystal monitor 25. When a destination address is has been inputted
(D2: YES), the controller 70 transmits mail data to the hall
computer 40 (D3). The mail data includes a machine number of the
gaming machine 10 and contents inputted in the address field 255b
and the message field 255c.
[0125] The controller 70 determines whether it has received from
the hall computer 40 a notification about the transmission of mail
or not (D4). When the notification has not been received (D4: NO),
the controller 70 waits until it receives the notification. When
the notification has been received (D4: YES), the controller 70
determines whether a main transmission has been completed or not
based on the notification received from the hall computer 40 (D5).
In a case where, for example, the name inputted in the address
field 255b has not been registered in the hall computer 40, a mail
transmission is uncompleted (D5: NO). In this case, a message
advising the player 103 to review the destination address appears
as shown in FIG. 10C (D7), and the mail preparation screen of FIG.
10A is displayed again (D8). Then, the processing returns to D1.
When a mail transmission is completed (D5: YES), a message that a
mail has been transmitted appears as shown in FIG. 10B (D6), and
the processing exits from this routine. The processing then returns
to B1 of FIG. 15 in which the demo screen is displayed.
[0126] The controller 70 of the medal lending device 10b executes
the main routine of FIG. 15, while it also executes a player
authentication processing of FIG. 18 under the condition where an
ID card is inserted into the card insertion slot 26b. The
authentication processing is being continuously executed while an
ID card is being inserted into the card insertion slot 26b.
[0127] In the player authentication processing, first, the
controller 70 reads face image data out of an IC chip of an
inserted ID card (E1). The data thus read out is temporarily stored
in the RAM 72. Then, the CCD camera 24 shoots a player (E2), and
face image data is generated in the same manner as described above
(E3). In E4, the controller 70 compares the face image data read
out of the ID card in E1 with the face image data generated in E3.
Then, the controller 70 determines whether these two pieces of face
image data are identical or not (E5). More specifically, in E4, the
controller 70 calculates a similarity between the two pieces of
face image data by a known method. In E5, when the similarity
calculated in E4 is equal to or more than a threshold value it is
determined that the two pieces of face image data are identical,
and when the similarity is less than the threshold value it is
determined that the two pieces of face image data are not
identical.
[0128] When the pieces of face image data are not identical (E5:
NO), the controller 70 determines that the player 103 who is
currently trying to play a game in the gaming machine 10 is not
identical to a player who is registered in the ID card. Thus, the
controller 70 forces the ID card out from the card insertion slot
26b (E10), and the processing exits from this routine. That is, in
this case the player 103 cannot start a game.
[0129] When the pieces of face image data are identical (E5: YES),
the controller 70 transmits a game start permission signal to the
main body 10a of the gaming machine 10 (E6). Then, the controller
70 reads a machine number and game status data out of the RAM 72
(E7). In E8, the controller 70 transmits to the hall computer 40
authentication data, which includes the face image data generated
in E3 and the machine number and the game status data read out in
E7.
[0130] In E9, the controller 70 determines whether a predetermined
period of time has elapsed or not since the CCD camera 24
previously shot the player 103. When the predetermined period of
time has not yet elapsed (E9: NO), the controller 70 waits until
the predetermined period of time elapses. When the predetermined
period of time has elapsed (E9: YES), the processing returns to E2
and the above-described operations are repeated.
[0131] When the card eject button 26c is pressed, the ID card is
ejected from the card insertion slot 26b (E10), and the processing
exits from this routine.
[0132] It may also be possible to, when the ID card is ejected from
the card insertion slot 26b (E10), force the game mode into the
base game mode even during the bonus game mode. As a result, even
when the player 103 quits a game in the bonus game mode, another
player 103 cannot take over the game and thus cannot dishonestly
acquire medals.
[0133] Next, operations of the counter 30 will be described with
reference to FIG. 19.
[0134] The controller 80 of the counter 30 firstly determines,
based on a detection signal transmitted from the medal sensor 31S,
whether a medal or medals is/are inserted into the medal receiver
31 or not (F1). When no medal is inserted (F1: N6), the controller
80 waits until a medal is inserted. When a medal or medals is/are
inserted (F1: YES), the controller 80 counts the medal(s) that have
been inserted into the medal receiver 31, based on the detection
signal transmitted from the medal sensor 31S. Then, the controller
80 displays a result of the counting on the
number-of-inserted-medals indicator 33 (F2).
[0135] Then, the CCD camera 32 shoots a counting person 104 (F3),
and generates face image data in the same manner as described above
(F4). In F5, the controller 80 transmits to the hall computer 40 a
medal count data, which corresponds to the result of the counting
performed in F2, and the face image data of the counting person 104
which was generated in F4. Then, the controller 80 determines
whether the receipt issuing button 34 is pressed or not (F6). When
the receipt issuing button 34 is not pressed (F6: NO), the
controller 80 waits until the receipt issuing button 34 is pressed.
When the receipt issuing button 34 is pressed (F6: YES), the
controller 80 drives the printing section and the discharging
section of the printing unit 36, so that the result of counting the
medals is printed on a receipt which is then discharged through the
receipt discharge opening 35 (F7). Then, the processing returns to
F1, and the above-described operations are repeated.
[0136] Next, operations of the hall computer 40 will be described
with reference to FIG. 20.
[0137] The controller 90 of the hall computer 40 firstly determines
whether registry data is received from any one of the medal lending
devices 10b or not (S1). When registry data is received (S1: YES),
the controller 90 executes a registration processing of FIG. 21
(S2).
[0138] In the registration processing, first, the controller 90
determines whether a name included in the received registry data is
registered in the player data table stored in the storage 97 or not
(S101). When the name is registered (S101: YES), the controller 90
transmits a notification of non-registerability to the medal
lending device 10b that has transmitted the registry data (S109).
In this case, the message shown in FIG. 9B appears on the liquid
crystal monitor 25 of the medal lending device 10b. Then, the
processing exits from this routine, and returns to S1 of FIG.
20.
[0139] When the name included in the received registry data is not
registered (S101: NO), the controller 90 then determines whether
face image data included in the registry data is registered in the
player data table stored in the storage 97 or not (S102). More
specifically, the controller 90 compares a local image of the face
image data included in the received registry data with a local
image of face image data included in each data set stored in the
player data table. When the controller 90 finds identical face
image data, it determines that the face image data is
registered.
[0140] When the face image data is registered (S102: YES), the
controller 90 determines that a player 103 who is attending to the
current registration has already been registered, and transmits a
notification of non-registerability to the medal lending device 10b
that has transmitted the registry data (S107). In this case, the
message shown in FIG. 9C appears on the liquid crystal monitor 25
of the medal lending device 10b. Then, the processing exits from
this routine, and returns to S1 of FIG. 20.
[0141] When the face image data is not registered (S102: NO), the
controller 90 registers a player 103 based on the received registry
data and the machine number received together with the registry
data (S103). More specifically, the controller 90 creates a new
data set in the player data table stored in the storage 97. Then,
the controller 90 transmits a notification that the registration
has been completed to the gaming machine 10 that is a sender of the
registry data (S104). In this case, the message shown in FIG. 9A
appears on the liquid crystal monitor 25 of the medal lending
device 10b, and an ID card is issued.
[0142] Then, based on the received machine number, the controller
90 retrieves, from the gaming machine data table stored in the
storage 97, a data set corresponding to the gaming machine 10 that
is a sender of the registry data (S105). Face image data included
in the retrieved data set is rewritten into the face image data
included in the received registry data, and game status data
included in the data set is reset (S106). Here, resetting the game
status data means setting the number of payout medals to zero.
Then, the processing exits from this routine, and returns to S1 of
FIG. 20.
[0143] Referring to FIG. 20 again, when the controller 90 does not
receive registry data (S1: NO), then the controller 90 determines
whether authentication data is received from any of the medal
lending devices 10b (S3). When authentication data is received (S3:
YES), the controller 90 executes a player data table updating
processing of FIG. 22 (S4).
[0144] In the player data table updating processing, first, the
controller 90 determines whether face image data included in the
received authentication data is registered in the player data table
stored in the storage 97 or not (S201). When the face image data
included in the received authentication data is registered (S201:
YES), the controller 90 retrieves a corresponding data set from the
player data table (S202). The controller 90 determines whether a
machine number included in the retrieved data set is identical to a
machine number included in the received authentication data
(S203).
[0145] When they are not identical (S203: NO), the controller 90
determines that the player 103 has moved to another gaming machine
10, and rewrites the machine number included in the retrieved data
set into the machine number included in the received authentication
data (S204). Subsequently, the controller 90 rewrites game status
data included in the retrieved data set into game status data
included in the received authentication data (S205).
[0146] When they are identical (S203: YES), the controller 90
determines that the player 103 has not moved to any other gaming
machine 10, i.e., has been staying at the same gaming machine 10,
and rewrites game status data alone included in the retrieved data
set (S205).
[0147] After S205, the controller 90 notifies a staff 105 that data
stored in the storage 97 have been updated, by means of the display
96 (S207). Then, the processing exits from this routine.
[0148] When the face image data included in the received
authentication data is not registered in the player data table
(S201: NO), the controller 90 determines that there is high
possibility of occurrence of an error or fraud by the player 103.
This is because face image data of the player 103 is not registered
in the player data table of the hall computer 40 although the medal
lending device 10b determines that face image data registered in
the ID card and face image data obtained from a shooting are
identical (see E5 of FIG. 18). Therefore, through the display 96,
the controller 90 notifies the staff 105 that fraud or an error has
occurred (S206), and the processing exits from this routine.
[0149] Like this, face image data of the player 103 is checked
twice. Specifically, the medal lending device 10b compares face
image data obtained from a shooting by the CCD camera 24 with face
image data registered in an ID card, and in addition the hall
computer 40 subsequently examines whether the face image data is
registered in the player data table or not. As a result,
authentication accuracy is improved to more easily prevent
occurrence of an error or fraud by a player.
[0150] After S4, the controller 90 executes a gaming machine data
table updating processing of FIG. 23 (S5). In the gaming machine
data table updating processing, first, the controller 90 retrieves
from the gaming machine data table a data set that corresponds to a
machine number included in the received authentication data (S301).
The controller 90 determines whether face image data included in
the retrieved data set is identical to face image data included in
the received authentication data (S302). When they are not
identical (S302: NO), the controller 90 determines based on game
status data included in the retrieved data set whether a game mode
currently adopted in the gaming machine 10 is any of the BB base
game mode and the RB game mode (S303).
[0151] When the current game mode is neither the BB base game mode
nor the RB game mode (S303: NO), the controller 90 rewrites face
image data included in the retrieved data set into face image data
included in the received authentication data and at the same time
resets the game status data included in the data set (S304).
[0152] When face image data included in the retrieved data set and
face image data included in the received authentication data are
identical (S302: YES), the controller determines that the same
player 103 continues playing a game in the gaming machine 10, and
rewrites the game status data alone into game status data included
in the received authentication data (S306).
[0153] After S304 or S306, the controller 90 notifies a staff 105
that data stored in the storage 97 have been updated, by means of
the display 96 (S307). Then, the processing exits from this
routine, and returns to S1 of FIG. 20.
[0154] When the current game mode is the BB base game mode or the
RB game mode (S303: YES), the controller determines that a player
103 playing in the gaming machine 10 has been replaced in a bonus
game mode, and notifies a staff 105 of replacement by means of the
display 96 (S305). As a result, while a player 103 who plays a game
in the bonus game mode is temporarily leaving a gaming machine 10,
another player cannot resume the game in the gaming machine 10.
Then, the processing exits from this routine, and returns to S1 of
FIG. 20.
[0155] Referring to FIG. 20 again, when authentication data is not
received from any of the medal lending devices 10b (S3: NO), the
controller 90 determines whether medal count data is received from
any of the counters 30 or not (S6). When medal count data is
received (S6: YES), the controller 90 executes a counting person
monitoring processing of FIG. 24 (S7).
[0156] In the counting person monitoring processing, first, the
controller 90 determines whether face image data, which has been
received together with the medal count data from the counter 30, is
registered or not in the player data table stored in the storage 97
(S401). When the face image data is registered (S401: YES), a data
set corresponding to the face image data is retrieved from the
player data table (S402). Then, the controller 90 compares the
number of payout medals that is included in the retrieved data set
with the received medal count data (S403), and then determines
whether they are identical or not (S404). When they are identical
(S404: YES), it is deemed to be normal and thus the processing
exits from this routine. When they are not identical (S404: NO),
the controller 90 determines that, for example, there is high
possibility that the counting person 104 who is using the counter
30 has dishonestly brought medals in from the outside. Therefore,
through the display 96, the controller 90 notifies the staff 105 of
occurrence of fraud (S406). Then, the processing exits from this
routine.
[0157] In a case where, in S403, the number of medals counted by
the counter 30, which is expressed by the received medal count
data, is smaller than the number of medals paid out of the gaming
machine 10, which means the number of payout medals included in the
retrieved data set, it may be considered that, for example, the
player 103 after finishing a game has dropped some of his/her
medals while he/she was carrying the medals from the gaming machine
10 to the counter 30. This is not fraud. In this case, therefore,
in S404 the controller 30 may determine that the number of payout
medals and the result of counting medals are identical.
[0158] When the face image data received from the counter 30 is not
registered in the player data table (S401: NO), then the controller
90 determines whether the face image data is registered in the
staff data table stored in the storage 97 or not (S405). When the
face image data is registered in the staff data table (S405: YES),
the controller 90 determines that a staff 105 counts medals in the
counter 30 on behalf of the player 103, and the processing exits
from this routine. When the face image data is not registered in
the staff data table (S405: NO), the controller 90 determines that
someone other than the player 103 nor the staff 105 is using the
counter 30, which is therefore notified to the staff 105 through
the display 96 (S406). Then, the processing exits from this
routine, and returns to S1 of FIG. 20.
[0159] Like this, by determining whether face image data obtained
by shooting a counting person 104 who is using the counter 30 is
registered in the storage 97 of the hall computer 40 or not in
S401, the controller 90 can check whether the counting person 104
has actually played a game and acquired the medals by
himself/herself or not. This can prevent a counting person 104 from
practicing fraud with the counter 30. In addition, the number of
medals counted by the counter 30, which is expressed by the
received medal count data, is compared with the number of medals
paid out of the gaming machine 10, which means the number of medals
included in the retrieved data set (S403). Thereby, the controller
90 can check whether a counting person 104 has dishonestly brought
medals in or not.
[0160] Referring to FIG. 20 again, when medal count data is not
received from any of the counters 30 (S6: NO), the controller 90
determines that a mail data is received from any of the medal
lending devices 10b and executes a mail transmission/reception
processing of FIG. 25 (S8).
[0161] In the mail transmission/reception processing, first, the
controller 90 specifies a name of a player 103 who has transmitted
a mail, based on a machine number included in the received mail
data (S501). More specifically, the controller 90 retrieves, from
the gaming machine data table stored in the storage 97, a data set
corresponding to the machine number included in the received mail
data, and specifies a name based on the data set.
[0162] Then, the controller 90 determines whether the name
specified in S501 is registered in the player data table or not
(S502). When the name is not registered (S502: NO), the controller
90 determines that a sender of the mail does not exist, and
transmits a notification of transmission error to a gaming machine
10 that is a sender of the mail (S507). In this case, the screen
shown in FIG. 10C is displayed on the liquid crystal monitor 25 of
a medal lending device 10b included in the gaming machine 10. Thus,
the processing exits from this routine.
[0163] When the name specified in S501 is registered in the player
data table (S502: YES), the controller 90 retrieves a data set
corresponding to the name from the player data table (S503), and
specifies a machine number included in the data set (S504). Then,
the controller 90 transmits the mail data to a gaming machine 10
that is assigned to the specified machine number, i.e., that is a
destination of the mail (S505). Then, the controller 90 transmits a
notification that a mail transmission has been completed to the
gaming machine 10 that is a sender of the mail (S506). In this
case, the screen shown in FIG. 10B is displayed on the liquid
crystal monitor 25 of the medal lending device 10b included in the
gaming machine 10. Thus, the processing exits from this routine,
and returns to S1 of FIG. 20.
[0164] In this embodiment, as thus far described above, in a case
where face image data formed based on a shooting by the CCD camera
24 of the medal lending device 10b has already been registered in
the hall computer 40 (S201: YES) and in addition a machine number
corresponding to the face image data is not identical to a machine
number included in authentication data received from the medal
lending device 10b (S203: NO), the controller 90 rewrites a machine
number (S204). That is, each time a player 103 changes a gaming
machine 10, contents of the storage 97 of the hall computer 40 are
accordingly rewritten. Then, when a mail which is addressed to a
name is transmitted from a medal lending device 10b to the hall
computer 40, the hall computer 40 transmits the mail based on a
machine number that is associated with the name with reference to
the storage 97. Accordingly, when a player 103 wants to communicate
with another player 103, he/she does not have to know which gaming
machine 10 another player 103 is using now, but has only to
transmit a mail addressed to a name of another player 103, so as to
transmit the mail to another player 103 thus communicating with
another player 103. In addition, a player 103 can concentrate on a
game because he/she does not have to exert an effort to always know
which gaming machine 10 his/her communicatee is using now.
[0165] In S401, whether a face image data of a counting person 104
resulting from an imaging by the CCD camera 32 of the counter 30 is
registered in the player data table within the storage 97 or not is
determined. Thereby, whether the counting person 104 who is
counting a game value on the counter 30 has actually played a game
in a gaming machine 10 or not can be determined. Accordingly, even
though, for example, medals acquired by a player is brought out by
a dishonest stranger who then attempts counting the medals on the
counter 30, whether the counting person 104 is counting medals
he/she has acquired by himself/herself as a result of actually
playing a game or not can be determined. This can prevent fraud in
the counter 30, without requiring a monitoring by a staff 105.
[0166] Moreover, in S403, the number of medals counted by the
counter 30 is compared with the number of medals paid out by the
hopper 69 of a gaming machine 10. When they are not identical
(S404: NO), a staff 105 is notified of occurrence of fraud through
the display 96 (S406). Even when a face image data of a counting
person 104 is stored in the storage 97, the above-described
comparison is made, to determine whether the counting person 104
dishonestly acquired medals or not. This can more effectively
prevent fraud in the counter 30.
[0167] Further, the storage 97 of the hall computer 40 stores
therein the staff data table (see FIG. 13) including a face image
data of each staff 105. In S405, whether a face image data of a
counting person 104 received from the counter 30 is registered in
the staff data table or not is determined. This tells whether a
person who is counting medals on the counter 30 is a staff 105 or
not.
[0168] As long as an ID card is kept inserted in the card insertion
slot 26b, a player 103 is shot at predetermined intervals (E9 and
E2), and face image data thus generated is outputted to the hall
computer 40. Accordingly, even when a player 103 has changed during
a game, it can immediately be detected. For example, if, while a
player 103 who plays a game in the bonus game mode is temporarily
leaving a gaming machine 10, another player 103 resumes the game in
the gaming machine 10 without permission, this fraud can
immediately be detected.
[0169] If the player authentication processing (see FIG. 18)
utilizes face image data of a player 103 which is registered in the
hall computer 40, the authentication processing cannot be executed
when a trouble occurs in a network that connects the respective
gaming machines 10 to the hall computer 40 or when a data table,
etc., stored in the hall computer 40 is erased. In this embodiment,
on the other hand, face image data formed based on a shooting by
the CCD camera 24 are not transmitted from the medal lending device
10b to the hall computer 40. Instead, each medal lending device 10b
itself authenticates a player 103 by comparing face image data
stored in an ID card with face image data obtained from a shooting
by the CCD camera 24 (E4). Thus, in this embodiment, the
authentication processing is reliably executed even when the
above-mentioned troubles occur.
[0170] The more players 103 are registered, the more volume of data
must be recorded in the hall computer 40, which may cause a lot of
trouble with data management. In this embodiment, on the other
hand, registry data is stored in an ID card which is owned by each
player 103, so that data management can easily be done.
[0171] In the above-described embodiment, the CCD camera 24 is
mounted on the medal lending device 10b, so that the CCD camera 24
shoots, in an oblique direction, a player 103 who is sitting in
front of the main body 10a. However, it may be possible that the
main body 10a is provided with a CCD camera 124 as shown in FIG.
26. In this case, an image obtained is a front image of a player
103 resulting from a shooting by the CCD camera 124. This gives
improved reliability to a shooting result by the CCD camera 124,
and therefore an authentication error does not easily occur, so as
to improve authentication accuracy. Alternatively, it may also be
possible that the CCD camera 24 is mounted on a device that is
separate from both of the main body 10a and the medal lending
device 10b.
[0172] A device that images a player 103 is not limited to the CCD
camera 24, but may for example be a CMOS camera or any other
cameras.
[0173] The main body 10a and the medal lending device 10b of the
gaming machine 10 may be controlled by a single controller.
[0174] In the counting person monitoring processing executed by the
hall computer 40 (see FIG. 24), it may be possible that the hall
computer 40 transmits a signal to the counter 30 so as to prevent
the ticket issuer 30b from issuing a receipt in a case where face
image data obtained from a shooting by the CCD camera 32 is not
registered in the player data table (S401: NO) or in a case where
the received medal count data is not identical to the number of
payout medals included in the retrieved data set (S404: NO). This
can prevent fraud in the counter 30.
[0175] It may be possible that an ID card insertion slot is formed
in the counter 30, in order that the controller 80 of the counter
30 can compare face image data read out of the ID card with face
image data obtained from a shooting by the CCD camera. Further, it
may be possible that not only the registry data but also the number
of medals paid out of the gaming machine 10 is stored in an ID
card, in order that the controller 80 of the counter 30 can compare
the number of payout medals read out of the ID card with a result
of counting based on a detection signal from the medal sensor 31S.
That is, although in the above-described embodiment the hall
computer 40 performs the counting person monitoring processing (see
FIG. 24) to detect a counting person 104 practicing fraud, each
counter 30 itself may detect a counting person 104 practicing fraud
by executing the above-mentioned comparison. This makes it possible
for each counter 30 to detect a counting person 104 practicing
fraud even when communication with the hall computer 40 is broken
by a network trouble, etc.
[0176] Face image data of a player 103 is used as the player image
data item in the above-described embodiment, but alternatively
image data of a certain part, e.g., a nose or an eye, of the player
103 other than a face may be used. For example, it may be possible
to extract, as the player image data item, a nose or an eye part
from image data obtained by the CCD camera 24. A method of
generating a player image data item and a method of checking image
data are not limited to the ones employed in the above-described
embodiment.
[0177] In the above-described embodiment, a mail is transmitted and
received through the liquid crystal monitor 25 mounted on the medal
lending device 10b. However, this is not limitative. For example,
the liquid crystal display of the main body 10a of the gaming
machine may serve to transmit and receive a mail.
[0178] The identification data item to which a mail is addressed
may either be a real name and a handle name, and alternatively may
be anything other than the name, as long as it enables
identification of each individual player.
[0179] A notification unit is not limited to the display 96 of the
hall computer 40 but may be, for example, a portable device which
is carried by a staff 105 and through which the staff 105 is
notified of fraud and the like.
[0180] In the above-described embodiment, the controller 60 of the
main body 10a is connected to the hall computer 40 through the
controller 70 of the medal lending device 10b. However, the
controller 60 may be directly connected to the hall computer 40. In
this case, it may be possible that the controller 60 of the main
body 10a transmits data received from the controller 70 of the
medal lending device 10b to the hall computer 40.
[0181] The gaming machines 10, the counters 30, and the hall
computer 40 may be connected wirelessly.
[0182] The gaming machine 10 is not limited to a pachi-slot
machine, but may be a so-called pinball machine using pinballs. In
addition, in the gaming machine 10, a card that stores therein game
values given to a player may be used as a game medium. The game
value may not only be a medal but also be a coin, a pinball, and
the like.
[0183] While this invention has been described in conjunction with
the specific embodiments outlined above, it is evident that many
alternatives, modifications and variations will be apparent to
those skilled in the art. Accordingly, the preferred embodiments of
the invention as set forth above are intended to be illustrative,
not limiting. Various changes may be made without departing from
the spirit and scope of the invention as defined in the following
claims.
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